Limboverse

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Limboverse [Major] by Iczer

'Let's take a trip'

The character has access to a lifeless, featureless void to which he can drag others into for a short time.

1) Enter limbo: the character can enter the white void by expending a single action. in the void, the character is unable to see or percieve the natural word, and remains oblivious to it. after one melee round (typically at the start of the new melee round) the character pops back into our world within 2D10 feet of his entry point, with or without any momentum prior to his entering (and may or may not, at his own choice, remain relative to the place he exited).
The character's time is limited, but he has a few options.
By expending 2 actions and making a saving throw (14+ ME bonuses apply) the character can extend his stay by one more melee round. alternatively, he mayexpend an action and make a similiar saving throw (14+ ME bonuses apply) to eject himself or a fellow passenger (he cannot leave with any mass left behind...if the character leaves, then everything that entered with him does as well).

2) Dragging additional mass: the character can pull others with him. If the chararacter is holding something, then it comes with him. In combat he can expend two attacks (one to touch or strike, and one to jump) in order to takes someone. unwilling and unrestrained targets may attempt to wriggle free Make opposed PP checks, roll D20 and add PP attributes. high roll wins. grappled or held targets may not try to escape) The character can take up to 10lbs per point of ME (+20lbs per level).

3) Conditions in limbo: there is no air in limbo, but living creatures need not breathe so that's a moot point. Sound carries through whatever the ether in there is, but is muted and distorted. vision is clear for 50 feet in all directions, but visibility drops to zero out past 200 feet. There is no gravity either. characters are at a disadvantage if they cannot cope with zero G. momentum is meaningless in Limbo as well. Attacks that rely on it (bullets and explosions) see their damage reduced to 10%. Melee attacks are unnafected, but any ranged, kinetic attack is worthless.

4) Exiting limbo: when the conditions for leaving are met (see above) all targets are dumped into the real world, displaced 2D10 feet in a random direction. If the character had momentum then the character may cancel it upon exiting (or may retain it). all targets remain relative to their starting points. Exiting has no chance of dumping a target in a solid object but can dump them up to 20 feet into the air.

5) Drawing upon Limbo: the character can draw a portion of limbo to himself. When he does this, he becomes weightless (as per the minor power) and releases a white misty light (from limbo). This light halves kinetic damage leveled at him as limbo attempts to drain momentum.